Stefan Dösinger : wined3d: Store integer uniform locations.
Alexandre Julliard
julliard at winehq.org
Fri Nov 9 07:44:20 CST 2007
Module: wine
Branch: master
Commit: 6fd4f8f6990426f9cb954f91420602ec33971738
URL: http://source.winehq.org/git/wine.git/?a=commit;h=6fd4f8f6990426f9cb954f91420602ec33971738
Author: Stefan Dösinger <stefan at codeweavers.com>
Date: Tue Nov 6 23:36:10 2007 +0100
wined3d: Store integer uniform locations.
---
dlls/wined3d/glsl_shader.c | 44 +++++++++++++++++++--------------------
dlls/wined3d/wined3d_private.h | 2 +
2 files changed, 23 insertions(+), 23 deletions(-)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index 22e3dd0..ee94037 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -230,15 +230,12 @@ static void shader_glsl_load_constantsI(
IWineD3DBaseShaderImpl* This,
WineD3D_GL_Info *gl_info,
GLhandleARB programId,
+ GLhandleARB locations[MAX_CONST_I],
unsigned max_constants,
int* constants,
BOOL* constants_set) {
- GLhandleARB tmp_loc;
int i;
- char tmp_name[8];
- char is_pshader = shader_is_pshader_version(This->baseShader.hex_version);
- const char* prefix = is_pshader? "PI":"VI";
struct list* ptr;
for (i=0; i<max_constants; ++i) {
@@ -247,15 +244,9 @@ static void shader_glsl_load_constantsI(
TRACE_(d3d_constants)("Loading constants %i: %i, %i, %i, %i\n",
i, constants[i*4], constants[i*4+1], constants[i*4+2], constants[i*4+3]);
- /* TODO: Benchmark and see if it would be beneficial to store the
- * locations of the constants to avoid looking up each time */
- snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, i);
- tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
- if (tmp_loc != -1) {
- /* We found this uniform name in the program - go ahead and send the data */
- GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, &constants[i*4]));
- checkGLcall("glUniform4ivARB");
- }
+ /* We found this uniform name in the program - go ahead and send the data */
+ GL_EXTCALL(glUniform4ivARB(locations[i], 1, &constants[i*4]));
+ checkGLcall("glUniform4ivARB");
}
}
@@ -269,13 +260,9 @@ static void shader_glsl_load_constantsI(
TRACE_(d3d_constants)("Loading local constants %i: %i, %i, %i, %i\n", idx,
values[0], values[1], values[2], values[3]);
- snprintf(tmp_name, sizeof(tmp_name), "%s[%i]", prefix, idx);
- tmp_loc = GL_EXTCALL(glGetUniformLocationARB(programId, tmp_name));
- if (tmp_loc != -1) {
- /* We found this uniform name in the program - go ahead and send the data */
- GL_EXTCALL(glUniform4ivARB(tmp_loc, 1, values));
- checkGLcall("glUniform4ivARB");
- }
+ /* We found this uniform name in the program - go ahead and send the data */
+ GL_EXTCALL(glUniform4ivARB(locations[idx], 1, values));
+ checkGLcall("glUniform4ivARB");
ptr = list_next(&This->baseShader.constantsI, ptr);
}
}
@@ -375,7 +362,8 @@ void shader_glsl_load_constants(
stateBlock->vertexShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for vertex shader */
- shader_glsl_load_constantsI(vshader, gl_info, programId, MAX_CONST_I,
+ shader_glsl_load_constantsI(vshader, gl_info, programId,
+ prog->vuniformI_locations, MAX_CONST_I,
stateBlock->vertexShaderConstantI,
stateBlock->changed.vertexShaderConstantsI);
@@ -393,7 +381,7 @@ void shader_glsl_load_constants(
IWineD3DBaseShaderImpl* pshader = (IWineD3DBaseShaderImpl*) stateBlock->pixelShader;
- constant_locations = stateBlock->glsl_program->puniformF_locations;
+ constant_locations = prog->puniformF_locations;
constant_list = &stateBlock->set_pconstantsF;
/* Load pixel shader samplers */
@@ -404,7 +392,8 @@ void shader_glsl_load_constants(
stateBlock->pixelShaderConstantF, constant_locations, constant_list);
/* Load DirectX 9 integer constants/uniforms for pixel shader */
- shader_glsl_load_constantsI(pshader, gl_info, programId, MAX_CONST_I,
+ shader_glsl_load_constantsI(pshader, gl_info, programId,
+ prog->puniformI_locations, MAX_CONST_I,
stateBlock->pixelShaderConstantI,
stateBlock->changed.pixelShaderConstantsI);
@@ -3036,11 +3025,19 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
entry->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
+ for (i = 0; i < MAX_CONST_I; ++i) {
+ snprintf(glsl_name, sizeof(glsl_name), "VI[%i]", i);
+ entry->vuniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
+ }
entry->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
entry->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
}
+ for (i = 0; i < MAX_CONST_I; ++i) {
+ snprintf(glsl_name, sizeof(glsl_name), "PI[%i]", i);
+ entry->puniformI_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
+ }
entry->posFixup_location = GL_EXTCALL(glGetUniformLocationARB(programId, "posFixup"));
entry->bumpenvmat_location = GL_EXTCALL(glGetUniformLocationARB(programId, "bumpenvmat"));
@@ -3049,6 +3046,7 @@ static void set_glsl_shader_program(IWineD3DDevice *iface, BOOL use_ps, BOOL use
entry->srgb_comparison_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_comparison"));
entry->srgb_mul_low_location = GL_EXTCALL(glGetUniformLocationARB(programId, "srgb_mul_low"));
entry->ycorrection_location = GL_EXTCALL(glGetUniformLocationARB(programId, "ycorrection"));
+ checkGLcall("Find glsl program uniform locations");
}
static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index 8bff54d..4100ad9 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -1611,6 +1611,8 @@ struct glsl_shader_prog_link {
GLhandleARB programId;
GLhandleARB *vuniformF_locations;
GLhandleARB *puniformF_locations;
+ GLhandleARB vuniformI_locations[MAX_CONST_I];
+ GLhandleARB puniformI_locations[MAX_CONST_I];
GLhandleARB posFixup_location;
GLhandleARB bumpenvmat_location;
GLhandleARB luminancescale_location;
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